Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//===========================================================================//
#ifndef COMMANDBUFFER_H
#define COMMANDBUFFER_H
#ifdef _WIN32
#pragma once
#endif
#include "tier1/utllinkedlist.h"
#include "tier1/convar.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class CUtlBuffer;
//-----------------------------------------------------------------------------
// Invalid command handle
//-----------------------------------------------------------------------------
typedef int CommandHandle_t; enum { COMMAND_BUFFER_INVALID_COMMAND_HANDLE = 0 };
//-----------------------------------------------------------------------------
// A command buffer class- a queue of argc/argv based commands associated
// with a particular time
//-----------------------------------------------------------------------------
class CCommandBuffer { public: // Constructor, destructor
CCommandBuffer( ); ~CCommandBuffer();
// Inserts text into the command buffer
bool AddText( const char *pText, int nTickDelay = 0 );
// Used to iterate over all commands appropriate for the current time
void BeginProcessingCommands( int nDeltaTicks ); bool DequeueNextCommand( ); int DequeueNextCommand( const char **& ppArgv ); int ArgC() const; const char **ArgV() const; const char *ArgS() const; // All args that occur after the 0th arg, in string form
const char *GetCommandString() const; // The entire command in string form, including the 0th arg
const CCommand& GetCommand() const; void EndProcessingCommands();
// Are we in the middle of processing commands?
bool IsProcessingCommands();
// Delays all queued commands to execute at a later time
void DelayAllQueuedCommands( int nTickDelay );
// Indicates how long to delay when encoutering a 'wait' command
void SetWaitDelayTime( int nTickDelay );
// Returns a handle to the next command to process
// (useful when inserting commands into the buffer during processing
// of commands to force immediate execution of those commands,
// most relevantly, to implement a feature where you stream a file
// worth of commands into the buffer, where the file size is too large
// to entirely contain in the buffer).
CommandHandle_t GetNextCommandHandle();
// Specifies a max limit of the args buffer. For unittesting. Size == 0 means use default
void LimitArgumentBufferSize( int nSize );
void SetWaitEnabled( bool bEnable ) { m_bWaitEnabled = bEnable; } bool IsWaitEnabled( void ) { return m_bWaitEnabled; }
int GetArgumentBufferSize() { return m_nArgSBufferSize; } int GetMaxArgumentBufferSize() { return m_nMaxArgSBufferLength; }
private: enum { ARGS_BUFFER_LENGTH = 8192, };
struct Command_t { int m_nTick; int m_nFirstArgS; int m_nBufferSize; };
// Insert a command into the command queue at the appropriate time
void InsertCommandAtAppropriateTime( int hCommand ); // Insert a command into the command queue
// Only happens if it's inserted while processing other commands
void InsertImmediateCommand( int hCommand );
// Insert a command into the command queue
bool InsertCommand( const char *pArgS, int nCommandSize, int nTick );
// Returns the length of the next command, as well as the offset to the next command
void GetNextCommandLength( const char *pText, int nMaxLen, int *pCommandLength, int *pNextCommandOffset );
// Compacts the command buffer
void Compact();
// Parses argv0 out of the buffer
bool ParseArgV0( CUtlBuffer &buf, char *pArgv0, int nMaxLen, const char **pArgs );
char m_pArgSBuffer[ ARGS_BUFFER_LENGTH ]; int m_nLastUsedArgSSize; int m_nArgSBufferSize; CUtlFixedLinkedList< Command_t > m_Commands; int m_nCurrentTick; int m_nLastTickToProcess; int m_nWaitDelayTicks; int m_hNextCommand; int m_nMaxArgSBufferLength; bool m_bIsProcessingCommands; bool m_bWaitEnabled;
// NOTE: This is here to avoid the pointers returned by DequeueNextCommand
// to become invalid by calling AddText. Is there a way we can avoid the memcpy?
CCommand m_CurrentCommand; };
//-----------------------------------------------------------------------------
// Returns the next command
//-----------------------------------------------------------------------------
inline int CCommandBuffer::ArgC() const { return m_CurrentCommand.ArgC(); }
inline const char **CCommandBuffer::ArgV() const { return m_CurrentCommand.ArgV(); }
inline const char *CCommandBuffer::ArgS() const { return m_CurrentCommand.ArgS(); }
inline const char *CCommandBuffer::GetCommandString() const { return m_CurrentCommand.GetCommandString(); }
inline const CCommand& CCommandBuffer::GetCommand() const { return m_CurrentCommand; }
#endif // COMMANDBUFFER_H
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